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Capcom vs SNK 2/Eagle/Strategy

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< Capcom vs SNK 2‎ | Eagle
Revision as of 19:37, 28 November 2022 by JtheSaltyy (talk | contribs) (→‎Pokes)
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Eagle is a character who constantly uses his buttons to deal damage, with some super confirms and throws in between. He rarely uses his specials for anything outside of combos. For an extremely button reliant character, his individual buttons are decent, but not at the level of power that the stronger characters have. Because of this, Eagle's neutral, anti air and pressure game have to be really well played and technically sound in order to pose a threat to a good player. Eagle poses more threats offensively in the CAP grooves as opposed to the SNK grooves, but both contain strong options and tools at Eagle's disposal.


Eagle has a pretty decent neutral game. His buttons are okay compared to the more stronger characters but there are certain buttons that must be used with caution to prevent a huge punish. While Eagle tends to play it safe with his buttons there are times where he has to whip out a more unsafe option to get the job done, and that is where spacial awareness and just good footsies are needed to make him work against strong characters.


st.MK: Though not necessarily a poke, it is a very good counterpoke due to it's speed and small but still good disjoint. Anticipated pokes and general attempts to open up in neutral will either trade or lose to this button.

cr.MP: A really strong poke due to it's very long range and being only -1, essentially unpunishable. The only weakness with this poke is its duration. Because of the long recovery, jumps and rolls punish it on whiff. Make sure that this poke actually connects when you use it.

cr.MK: A really good button overall. Fast with good priority, and safe to whiff in neutral. This is also a really good confirm into super as well. Generally one of Eagle's preferred pokes.

st.HP: Not necessarily a preferred option, but it makes for a really good whiff punish and something to check a bad approach with. However, with great range this button carries great risk. On block it will be punished, and even on hit some reversals like Gigaton Blow and Mega Psycho Crusher will punish. It's best to use sparingly but can make for a great, damaging blow if it lands.

cr.HK: Similar to st.HP. It has longer range and knocks down, so most times the opponent might not be able to see it before it's too late. Best to use at max range since most attempts to punish it from that far won't work. If it gets rolled past or jumped over, expect a punish. In any case, don't use it predictably.

st.HK: Has less range than st.HP and cr.HK but is far more safe and is pretty fast. Very good whiff punish and counterpoke that deals good damage and does not carry the risk of getting blown up in most scenarios.


st.HP/cr.HK: They are very unsafe, but can check zoners from their preferred distances. At max range, both are hard to punish on hit but might see punishes on block. Don't use too much but you might have to if the time is right.

RC HK Oxford Red: A very risky move but it will blow through fireballs and long ranged pokes. Do not anticipate a fireball and use it without 100% knowing it will connect, as it is very unsafe on block and you will get punished for it. Midscreen is the preferred range, make sure to stay away from fullscreen. Unfortunately, this option is only available to roll grooves.

Roll: Eagle's roll is fairly quick but doesn't travel far. You have to time it right when trying to approach with a roll. Like the above, this is only available in roll grooves.

Jump: Eagle's jump and super jump are average, but his aerial buttons are anything but average. A jump-in j.MK or j.HK can usually punish a lot of zoning attempts. j.MK in particular can beat out a lot of attempted anti airs.


Unfortunately, Eagle's defensive options are limited. He has no true reversal outside of an RC, which makes his defense pretty bad without a roll. Eagle has to make very smart use of his anti airs and his general anti pressure options to avoid massive damage, however using them right is easier said than done, especially against heavy rushdown characters.

Anti Airs

st.MP: Good against both low and regular jumps, but must be timed so the second hit is the one that actually lands.

st.HP: Hard to use and will be death on whiff, but can be used to clip jumps that land in front of Eagle rather than on top of him.

cr.HP: Usually Eagle's anti-crossup option, but also good against jumps that land on top of Eagle. It can whiff due to poor horizontal range though.

close st.HP: Another anti-crossup, however due to the comically small hitbox it can either trade or completely whiff, but it is good damage.

j.MP: One of the best air to airs in the game. It can take out almost any air move that CvS2 has if done instantly. 3-frame startup with decent priority makes it almost a guaranteed anti air if used right and can consistently counter even the most tricky of jumps, like Claw and Mai.

j.HP: Has far more startup than j.MP but also has more range and more importantly more priority. If it does not win the interaction, a majority of the time it will trade.

j.MK: Has less range than j.MP but slightly more priority. It is mainly used to hit jumps that j.MP would whiff at due to its straight and high hitbox. It is really strong but loses more aerial interactions than Eagle would like. It is better suited as a jump-in.

RC Lariat: Can be used without roll cancel but it is a little difficult to do so. Using the light version is preferred since the MP and HP versions can get punished on hit by safe fall. Doesn't deal damage but is just as consistent as the others mentioned (with RC of course).


This section is a general list of openings an opponent can exploit against Eagle.

» s.FP Eagle can be punished when this is used too close. This is safe on block at max distances except to fast level 3s (like Balrog's and Bison's). The opponent can avoid with a roll and get a free combo.

» c.FK Can be rolled just like s.FP. At point blank range this will completely whiff on smaller opponents, but it should only be used from afar or as a whiff punisher anyway.

» Manchester Black This IS punishable on the ground, even in the corner against blocking big characters. Opponents with safe fall can recover and punish Eagle before the FP strength recovers near the corner.

» Canterbury Blue Punishable on block and possibly on hit at close range by fast moves (like quick level 3s and Vega's c.MP).

» Oxford Red There is a gap between the first hit and the stick barrage. An opponent can roll/dp/super/parry/JD at that point. The recovery is terrible. If this move lands from too far, the last hits will whiff.

» Liverpool White You should be punished for using this move. Slow, roll bait and punishable on block.

» Rolling Eagle has a slightly below average roll: long distance, 20 total invincibility frames, 3 high invincibility frames, and 4 recovery frames.

» Just Defend s.FP and c.FK are punishable if JD'd. c.FP used as anti air can be punished depending on how deep the JD is.

Advanced Strategy

Universal Systems

» Dash Eagle's dash is moderately fast and hops high enough to cross over downed opponents and ground fireballs (except Geese's Double Reppuken).

» Run Average run that's good enough for run c.LPs and c.MKs.

» Short Jump sj.FK xx super. Short jump creates more opportunities to land a cross up j.FK.

» Rolling and Roll Cancel Eagle's roll is slightly below average, but his roll cancels are very effective with RC lariat as anti air and RC sticks as a response to mid screen projectiles.

» Alpha Counter Uses the s.FK animation. It will trade with Sakura's custom. Note that the hitbox will not catch attacks that are very low to the ground (like Blanka's slide).

Groove Specific

» C-Groove Eagle's level 2 Union Jack Platinum is one of the better level 2s of the game with solid damage and effective cancels.

  • All level 2 cancels are done on the last hit (12th) or hit before last (11th, the final fast stick pokes).
  • 11th xx (QCFx2 + P) Level 2 to level 1.
  • 11th xx (HCF + K) This does slightly less damage than the entire super but adds stun and helps build some meter back.
  • 12th xx (DP + K) Corner only. This gets the full damage of the level 2 and then some. All strengths of the bat do the same damage, but the distance the opponent is launched in the air is different. Use the different timings for different meaty shenanigans.

» A-Groove Eagle has no problem using meter in A-Groove with ground, anti air and guard crush customs.

  • s.HK x3 xx HCF + MK (1 hit) xx s.HK x3 xx HCF + MK x3 xx QCFx2 + P Ground custom. Alternatively, start with an Oxford Red (HCF + MK) to fly through a fireball with CC invincibility.
  • c.MK xx s.HK x2 xx HCF + MK (1 hit)... Trip guard custom. Replace the first s.HK of the ground custom with c.MK and continue from there.
  • [s.HK x3 xx HCF + MK]xN Guard crush custom. Be sure to end with a s.HK.
  • QCB + FP (1 hit) xx c.FP x2 xx roll, [c.FP x3]xN, super Anti air custom. If the opponent is juggled to the corner: [j.MK x3, j.MP]xN until super.
  • The Liverpool White (QCB + K) can be used as an overhead reset, but it is easily escapable.

» P-Groove Fish for parries to land Oxford Red (HCF + K) or Union Jack Platinum (QCFx2 + P) combos.

  • HCF + K xx QCFx2 + P Only works in CvS2 EO.
  • QCF + P xx QCFx2 + P Only works in CvS2 EO. Counter something and super cancel the counterattack.

» N-Groove

» K-Groove

CvS2 Wiki Navigation

CvS2 Versions
Netplay/ Training
Groove Overview
Groove Subsystems
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
M. Bison (Dictator)
Vega (Claw)
SNK Characters
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori